/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#include "ScriptPCH.h"
#include "Config.h"
#include "DatabaseEnv.h"
#include "DBCStores.h"
#include "ObjectMgr.h"
#include "OutdoorPvPMgr.h"
#include "ProgressBar.h"
#include "ScriptLoader.h"
#include "ScriptSystem.h"
#include "Transport.h"

// Utility macros to refer to the script registry.
#define SCR_REG_MAP(T) ScriptRegistry<T>::ScriptMap
#define SCR_REG_ITR(T) ScriptRegistry<T>::ScriptMapIterator
#define SCR_REG_LST(T) ScriptRegistry<T>::ScriptPointerList

// Utility macros for looping over scripts.
#define FOR_SCRIPTS(T,C,E) \
    if (SCR_REG_LST(T).empty()) \
        return; \
    for (SCR_REG_ITR(T) C = SCR_REG_LST(T).begin(); \
        C != SCR_REG_LST(T).end(); ++C)
#define FOR_SCRIPTS_RET(T,C,E,R) \
    if (SCR_REG_LST(T).empty()) \
        return R; \
    for (SCR_REG_ITR(T) C = SCR_REG_LST(T).begin(); \
        C != SCR_REG_LST(T).end(); ++C)
#define FOREACH_SCRIPT(T) \
    FOR_SCRIPTS(T, itr, end) \
    itr->second

// Utility macros for finding specific scripts.
#define GET_SCRIPT(T,I,V) \
    T* V = ScriptRegistry<T>::GetScriptById(I); \
    if (!V) \
        return;
#define GET_SCRIPT_RET(T,I,V,R) \
    T* V = ScriptRegistry<T>::GetScriptById(I); \
    if (!V) \
        return R;

void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
{
    if (!pSource)
    {
        sLog.outError("RSCR: DoScriptText entry %i, invalid Source pointer.", iTextEntry);
        return;
    }

    if (iTextEntry >= 0)
    {
        sLog.outError("RSCR: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.", pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), iTextEntry);
        return;
    }

    const StringTextData* pData = sScriptSystemMgr.GetTextData(iTextEntry);

    if (!pData)
    {
        sLog.outError("RSCR: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.", pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), iTextEntry);
        return;
    }

    sLog.outDebug("RSCR: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u", iTextEntry, pData->uiSoundId, pData->uiType, pData->uiLanguage, pData->uiEmote);

    if (pData->uiSoundId)
    {
        if (GetSoundEntriesStore()->LookupEntry(pData->uiSoundId))
            pSource->SendPlaySound(pData->uiSoundId, false);
        else
            sLog.outError("RSCR: DoScriptText entry %i tried to process invalid sound id %u.", iTextEntry, pData->uiSoundId);
    }

    if (pData->uiEmote)
    {
        if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
            ((Unit*)pSource)->HandleEmoteCommand(pData->uiEmote);
        else
            sLog.outError("RSCR: DoScriptText entry %i tried to process emote for invalid TypeId (%u).", iTextEntry, pSource->GetTypeId());
    }

    switch (pData->uiType)
    {
    case CHAT_TYPE_SAY:
        pSource->MonsterSay(iTextEntry, pData->uiLanguage, pTarget ? pTarget->GetGUID() : 0);
        break;
    case CHAT_TYPE_YELL:
        pSource->MonsterYell(iTextEntry, pData->uiLanguage, pTarget ? pTarget->GetGUID() : 0);
        break;
    case CHAT_TYPE_TEXT_EMOTE:
        pSource->MonsterTextEmote(iTextEntry, pTarget ? pTarget->GetGUID() : 0);
        break;
    case CHAT_TYPE_BOSS_EMOTE:
        pSource->MonsterTextEmote(iTextEntry, pTarget ? pTarget->GetGUID() : 0, true);
        break;
    case CHAT_TYPE_WHISPER:
        {
            if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
                pSource->MonsterWhisper(iTextEntry, pTarget->GetGUID());
            else
                sLog.outError("RSCR: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry);

            break;
        }
    case CHAT_TYPE_BOSS_WHISPER:
        {
            if (pTarget && pTarget->GetTypeId() == TYPEID_PLAYER)
                pSource->MonsterWhisper(iTextEntry, pTarget->GetGUID(), true);
            else
                sLog.outError("RSCR: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", iTextEntry);

            break;
        }
    case CHAT_TYPE_ZONE_YELL:
        pSource->MonsterYellToZone(iTextEntry, pData->uiLanguage, pTarget ? pTarget->GetGUID() : 0);
        break;
    }
}

ScriptMgr::ScriptMgr() : _scriptCount(0) { }

ScriptMgr::~ScriptMgr()
{
#define SCR_CLEAR(T) \
    FOR_SCRIPTS(T, itr, end) \
    delete itr->second; \
    SCR_REG_LST(T).clear();

    // Clear scripts for every script type.
    SCR_CLEAR(SpellScriptLoader);
    SCR_CLEAR(ServerScript);
    SCR_CLEAR(WorldScript);
    SCR_CLEAR(FormulaScript);
    SCR_CLEAR(WorldMapScript);
    SCR_CLEAR(InstanceMapScript);
    SCR_CLEAR(BattlegroundMapScript);
    SCR_CLEAR(ItemScript);
    SCR_CLEAR(CreatureScript);
    SCR_CLEAR(GameObjectScript);
    SCR_CLEAR(AreaTriggerScript);
    SCR_CLEAR(BattlegroundScript);
    SCR_CLEAR(OutdoorPvPScript);
    SCR_CLEAR(CommandScript);
    SCR_CLEAR(WeatherScript);
    SCR_CLEAR(AuctionHouseScript);
    SCR_CLEAR(ConditionScript);
    SCR_CLEAR(VehicleScript);
    SCR_CLEAR(DynamicObjectScript);
    SCR_CLEAR(TransportScript);
    SCR_CLEAR(AchievementCriteriaScript);
    SCR_CLEAR(PlayerScript);
    SCR_CLEAR(GuildScript);
    SCR_CLEAR(GroupScript);

#undef SCR_CLEAR
}

void ScriptMgr::Initialize()
{
    LoadDatabase();

    sLog.outString("Loading C++ scripts");
    barGoLink bar(1);
    bar.step();
    sLog.outString();

    FillSpellSummary();
    AddScripts();

    sLog.outString(">> Loaded %u C++ scripts", GetScriptCount());
}

void ScriptMgr::LoadDatabase()
{
    sScriptSystemMgr.LoadVersion();
    sScriptSystemMgr.LoadScriptTexts();
    sScriptSystemMgr.LoadScriptTextsCustom();
    sScriptSystemMgr.LoadScriptGossipTexts();
    sScriptSystemMgr.LoadScriptWaypoints();
}

struct TSpellSummary
{
    uint8 Targets;                                          // set of enum SelectTarget
    uint8 Effects;                                          // set of enum SelectEffect
} *SpellSummary;

void ScriptMgr::FillSpellSummary()
{
    SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];

    SpellEntry const* pTempSpell;

    for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
    {
        SpellSummary[i].Effects = 0;
        SpellSummary[i].Targets = 0;

        pTempSpell = GetSpellStore()->LookupEntry(i);
        //This spell doesn't exist
        if (!pTempSpell)
            continue;

        for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
        {
            //Spell targets self
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);

            //Spell targets a single enemy
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);

            //Spell targets AoE at enemy
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);

            //Spell targets an enemy
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);

            //Spell targets a single friend(or self)
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);

            //Spell targets aoe friends
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);

            //Spell targets any friend(or self)
            if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
                pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);

            //Make sure that this spell includes a damage effect
            if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
                pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
                pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
                pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);

            //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
            if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
                pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
                pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
                (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA  && pTempSpell->EffectApplyAuraName[j] == 8))
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);

            //Make sure that this spell applies an aura
            if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
        }
    }
}

void ScriptMgr::CreateSpellScripts(uint32 spell_id, std::list<SpellScript *> & script_vector)
{
    SpellScriptsBounds bounds = sObjectMgr.GetSpellScriptsBounds(spell_id);

    for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
    {
        SpellScriptLoader* tmpscript = ScriptRegistry<SpellScriptLoader>::GetScriptById(itr->second);
        if (!tmpscript)
            continue;

        SpellScript* script = tmpscript->GetSpellScript();

        if (!script)
            continue;

        script->_Init(&tmpscript->GetName(), spell_id);

        script_vector.push_back(script);
    }
}

void ScriptMgr::CreateAuraScripts(uint32 spell_id, std::list<AuraScript *> & script_vector)
{
    SpellScriptsBounds bounds = sObjectMgr.GetSpellScriptsBounds(spell_id);

    for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
    {
        SpellScriptLoader* tmpscript = ScriptRegistry<SpellScriptLoader>::GetScriptById(itr->second);
        if (!tmpscript)
            continue;

        AuraScript* script = tmpscript->GetAuraScript();

        if (!script)
            continue;

        script->_Init(&tmpscript->GetName(), spell_id);

        script_vector.push_back(script);
    }
}

void ScriptMgr::CreateSpellScriptLoaders(uint32 spell_id, std::vector<std::pair<SpellScriptLoader *, SpellScriptsMap::iterator> > & script_vector)
{
    SpellScriptsBounds bounds = sObjectMgr.GetSpellScriptsBounds(spell_id);
    script_vector.reserve(std::distance(bounds.first, bounds.second));

    for (SpellScriptsMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
    {
        SpellScriptLoader* tmpscript = ScriptRegistry<SpellScriptLoader>::GetScriptById(itr->second);
        if (!tmpscript)
            continue;

        script_vector.push_back(std::make_pair(tmpscript, itr));
    }
}

void ScriptMgr::OnNetworkStart()
{
    FOREACH_SCRIPT(ServerScript)->OnNetworkStart();
}

void ScriptMgr::OnNetworkStop()
{
    FOREACH_SCRIPT(ServerScript)->OnNetworkStop();
}

void ScriptMgr::OnSocketOpen(WorldSocket* socket)
{
    ASSERT(socket);

    FOREACH_SCRIPT(ServerScript)->OnSocketOpen(socket);
}

void ScriptMgr::OnSocketClose(WorldSocket* socket, bool wasNew)
{
    ASSERT(socket);

    FOREACH_SCRIPT(ServerScript)->OnSocketClose(socket, wasNew);
}

void ScriptMgr::OnPacketReceive(WorldSocket* socket, WorldPacket packet)
{
    ASSERT(socket);

    FOREACH_SCRIPT(ServerScript)->OnPacketReceive(socket, packet);
}

void ScriptMgr::OnPacketSend(WorldSocket* socket, WorldPacket packet)
{
    ASSERT(socket);

    FOREACH_SCRIPT(ServerScript)->OnPacketSend(socket, packet);
}

void ScriptMgr::OnUnknownPacketReceive(WorldSocket* socket, WorldPacket packet)
{
    ASSERT(socket);

    FOREACH_SCRIPT(ServerScript)->OnUnknownPacketReceive(socket, packet);
}

void ScriptMgr::OnOpenStateChange(bool open)
{
    FOREACH_SCRIPT(WorldScript)->OnOpenStateChange(open);
}

void ScriptMgr::OnConfigLoad(bool reload)
{
    FOREACH_SCRIPT(WorldScript)->OnConfigLoad(reload);
}

void ScriptMgr::OnMotdChange(std::string& newMotd)
{
    FOREACH_SCRIPT(WorldScript)->OnMotdChange(newMotd);
}

void ScriptMgr::OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask)
{
    FOREACH_SCRIPT(WorldScript)->OnShutdownInitiate(code, mask);
}

void ScriptMgr::OnShutdownCancel()
{
    FOREACH_SCRIPT(WorldScript)->OnShutdownCancel();
}

void ScriptMgr::OnWorldUpdate(uint32 diff)
{
    FOREACH_SCRIPT(WorldScript)->OnUpdate(NULL, diff);
}

void ScriptMgr::OnHonorCalculation(float& honor, uint8 level, float multiplier)
{
    FOREACH_SCRIPT(FormulaScript)->OnHonorCalculation(honor, level, multiplier);
}

void ScriptMgr::OnGrayLevelCalculation(uint8& grayLevel, uint8 playerLevel)
{
    FOREACH_SCRIPT(FormulaScript)->OnGrayLevelCalculation(grayLevel, playerLevel);
}

void ScriptMgr::OnColorCodeCalculation(XPColorChar& color, uint8 playerLevel, uint8 mobLevel)
{
    FOREACH_SCRIPT(FormulaScript)->OnColorCodeCalculation(color, playerLevel, mobLevel);
}

void ScriptMgr::OnZeroDifferenceCalculation(uint8& diff, uint8 playerLevel)
{
    FOREACH_SCRIPT(FormulaScript)->OnZeroDifferenceCalculation(diff, playerLevel);
}

void ScriptMgr::OnBaseGainCalculation(uint32& gain, uint8 playerLevel, uint8 mobLevel, ContentLevels content)
{
    FOREACH_SCRIPT(FormulaScript)->OnBaseGainCalculation(gain, playerLevel, mobLevel, content);
}

void ScriptMgr::OnGainCalculation(uint32& gain, Player* player, Unit* unit)
{
    ASSERT(player);
    ASSERT(unit);

    FOREACH_SCRIPT(FormulaScript)->OnGainCalculation(gain, player, unit);
}

void ScriptMgr::OnGroupRateCalculation(float& rate, uint32 count, bool isRaid)
{
    FOREACH_SCRIPT(FormulaScript)->OnGroupRateCalculation(rate, count, isRaid);
}

#define SCR_MAP_BGN(M,V,I,E,C,T) \
    if (V->GetEntry()->T()) \
{ \
    FOR_SCRIPTS(M, I, E) \
{ \
    MapEntry const* C = I->second->GetEntry(); \
    if (!C) \
    continue; \
    if (entry->MapID == V->GetId()) \
{
#define SCR_MAP_END \
    return; \
} \
} \
}

void ScriptMgr::OnCreateMap(Map* map)
{
    ASSERT(map);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnCreate(map);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnCreate((InstanceMap*)map);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnCreate((BattlegroundMap*)map);
    SCR_MAP_END;
}

void ScriptMgr::OnDestroyMap(Map* map)
{
    ASSERT(map);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnDestroy(map);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnDestroy((InstanceMap*)map);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnDestroy((BattlegroundMap*)map);
    SCR_MAP_END;
}

void ScriptMgr::OnLoadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy)
{
    ASSERT(map);
    ASSERT(gmap);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnLoadGridMap(map, gmap, gx, gy);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnLoadGridMap((InstanceMap*)map, gmap, gx, gy);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnLoadGridMap((BattlegroundMap*)map, gmap, gx, gy);
    SCR_MAP_END;
}

void ScriptMgr::OnUnloadGridMap(Map* map, GridMap* gmap, uint32 gx, uint32 gy)
{
    ASSERT(map);
    ASSERT(gmap);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnUnloadGridMap(map, gmap, gx, gy);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnUnloadGridMap((InstanceMap*)map, gmap, gx, gy);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnUnloadGridMap((BattlegroundMap*)map, gmap, gx, gy);
    SCR_MAP_END;
}

void ScriptMgr::OnPlayerEnterMap(Map* map, Player* player)
{
    ASSERT(map);
    ASSERT(player);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnPlayerEnter(map, player);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnPlayerEnter((InstanceMap*)map, player);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnPlayerEnter((BattlegroundMap*)map, player);
    SCR_MAP_END;
}

void ScriptMgr::OnPlayerLeaveMap(Map* map, Player* player)
{
    ASSERT(map);
    ASSERT(player);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnPlayerLeave(map, player);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnPlayerLeave((InstanceMap*)map, player);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnPlayerLeave((BattlegroundMap*)map, player);
    SCR_MAP_END;
}

void ScriptMgr::OnMapUpdate(Map* map, uint32 diff)
{
    ASSERT(map);

    SCR_MAP_BGN(WorldMapScript, map, itr, end, entry, IsContinent);
    itr->second->OnUpdate(map, diff);
    SCR_MAP_END;

    SCR_MAP_BGN(InstanceMapScript, map, itr, end, entry, IsDungeon);
    itr->second->OnUpdate((InstanceMap*)map, diff);
    SCR_MAP_END;

    SCR_MAP_BGN(BattlegroundMapScript, map, itr, end, entry, IsBattleground);
    itr->second->OnUpdate((BattlegroundMap*)map, diff);
    SCR_MAP_END;
}

#undef SCR_MAP_BGN
#undef SCR_MAP_END

InstanceScript* ScriptMgr::CreateInstanceData(InstanceMap* map)
{
    ASSERT(map);

    GET_SCRIPT_RET(InstanceMapScript, map->GetScriptId(), tmpscript, NULL);
    return tmpscript->GetInstanceScript(map);
}

bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Item* target)
{
    ASSERT(caster);
    ASSERT(target);

    GET_SCRIPT_RET(ItemScript, target->GetScriptId(), tmpscript, false);
    return tmpscript->OnDummyEffect(caster, spellId, effIndex, target);
}

bool ScriptMgr::OnQuestAccept(Player* player, Item* item, Quest const* quest)
{
    ASSERT(player);
    ASSERT(item);
    ASSERT(quest);

    GET_SCRIPT_RET(ItemScript, item->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestAccept(player, item, quest);
}

bool ScriptMgr::OnItemUse(Player* player, Item* item, SpellCastTargets const& targets)
{
    ASSERT(player);
    ASSERT(item);

    GET_SCRIPT_RET(ItemScript, item->GetScriptId(), tmpscript, false);
    return tmpscript->OnUse(player, item, targets);
}

bool ScriptMgr::OnItemExpire(Player* player, ItemPrototype const* proto)
{
    ASSERT(player);
    ASSERT(proto);

    GET_SCRIPT_RET(ItemScript, proto->ScriptId, tmpscript, false);
    return tmpscript->OnExpire(player, proto);
}

bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, Creature* target)
{
    ASSERT(caster);
    ASSERT(target);

    GET_SCRIPT_RET(CreatureScript, target->GetScriptId(), tmpscript, false);
    return tmpscript->OnDummyEffect(caster, spellId, effIndex, target);
}

bool ScriptMgr::OnGossipHello(Player* player, Creature* creature)
{
    ASSERT(player);
    ASSERT(creature);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnGossipHello(player, creature);
}

bool ScriptMgr::OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
{
    ASSERT(player);
    ASSERT(creature);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    return tmpscript->OnGossipSelect(player, creature, sender, action);
}

bool ScriptMgr::OnGossipSelectCode(Player* player, Creature* creature, uint32 sender, uint32 action, const char* code)
{
    ASSERT(player);
    ASSERT(creature);
    ASSERT(code);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    return tmpscript->OnGossipSelectCode(player, creature, sender, action, code);
}

bool ScriptMgr::OnQuestAccept(Player* player, Creature* creature, Quest const* quest)
{
    ASSERT(player);
    ASSERT(creature);
    ASSERT(quest);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestAccept(player, creature, quest);
}

bool ScriptMgr::OnQuestSelect(Player* player, Creature* creature, Quest const* quest)
{
    ASSERT(player);
    ASSERT(creature);
    ASSERT(quest);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestSelect(player, creature, quest);
}

bool ScriptMgr::OnQuestComplete(Player* player, Creature* creature, Quest const* quest)
{
    ASSERT(player);
    ASSERT(creature);
    ASSERT(quest);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestComplete(player, creature, quest);
}

bool ScriptMgr::OnQuestReward(Player* player, Creature* creature, Quest const* quest, uint32 opt)
{
    ASSERT(player);
    ASSERT(creature);
    ASSERT(quest);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestReward(player, creature, quest, opt);
}

uint32 ScriptMgr::GetDialogStatus(Player* player, Creature* creature)
{
    ASSERT(player);
    ASSERT(creature);

    // TODO: 100 is a funny magic number to have hanging around here...
    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, 100);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->GetDialogStatus(player, creature);
}

CreatureAI* ScriptMgr::GetCreatureAI(Creature* creature)
{
    ASSERT(creature);

    GET_SCRIPT_RET(CreatureScript, creature->GetScriptId(), tmpscript, NULL);
    return tmpscript->GetAI(creature);
}

GameObjectAI* ScriptMgr::GetGameObjectAI(GameObject* gameobject)
{
    ASSERT(gameobject);
    
    GET_SCRIPT_RET(GameObjectScript, gameobject->GetScriptId(), tmpscript, NULL);
    return tmpscript->GetAI(gameobject);
}

void ScriptMgr::OnCreatureUpdate(Creature* creature, uint32 diff)
{
    ASSERT(creature);

    GET_SCRIPT(CreatureScript, creature->GetScriptId(), tmpscript);
    tmpscript->OnUpdate(creature, diff);
}

bool ScriptMgr::OnGossipHello(Player* player, GameObject* go)
{
    ASSERT(player);
    ASSERT(go);

    GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnGossipHello(player, go);
}

bool ScriptMgr::OnGossipSelect(Player* player, GameObject* go, uint32 sender, uint32 action)
{
    ASSERT(player);
    ASSERT(go);

    GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
    return tmpscript->OnGossipSelect(player, go, sender, action);
}

bool ScriptMgr::OnGossipSelectCode(Player* player, GameObject* go, uint32 sender, uint32 action, const char* code)
{
    ASSERT(player);
    ASSERT(go);
    ASSERT(code);

    GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
    return tmpscript->OnGossipSelectCode(player, go, sender, action, code);
}

bool ScriptMgr::OnQuestAccept(Player* player, GameObject* go, Quest const* quest)
{
    ASSERT(player);
    ASSERT(go);
    ASSERT(quest);

    GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestAccept(player, go, quest);
}

bool ScriptMgr::OnQuestReward(Player* player, GameObject* go, Quest const* quest, uint32 opt)
{
    ASSERT(player);
    ASSERT(go);
    ASSERT(quest);

    GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, false);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->OnQuestReward(player, go, quest, opt);
}

uint32 ScriptMgr::GetDialogStatus(Player* player, GameObject* go)
{
    ASSERT(player);
    ASSERT(go);

    // TODO: 100 is a funny magic number to have hanging around here...
    GET_SCRIPT_RET(GameObjectScript, go->GetScriptId(), tmpscript, 100);
    player->PlayerTalkClass->ClearMenus();
    return tmpscript->GetDialogStatus(player, go);
}

void ScriptMgr::OnGameObjectDestroyed(Player* player, GameObject* go, uint32 eventId)
{
    ASSERT(go);

    GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript);
    tmpscript->OnDestroyed(player, go, eventId);
}

void ScriptMgr::OnGameObjectUpdate(GameObject* go, uint32 diff)
{
    ASSERT(go);

    GET_SCRIPT(GameObjectScript, go->GetScriptId(), tmpscript);
    tmpscript->OnUpdate(go, diff);
}

bool ScriptMgr::OnDummyEffect(Unit* caster, uint32 spellId, SpellEffIndex effIndex, GameObject* target)
{
    ASSERT(caster);
    ASSERT(target);

    GET_SCRIPT_RET(GameObjectScript, target->GetScriptId(), tmpscript, false);
    return tmpscript->OnDummyEffect(caster, spellId, effIndex, target);
}

bool ScriptMgr::OnAreaTrigger(Player* player, AreaTriggerEntry const* trigger)
{
    ASSERT(player);
    ASSERT(trigger);

    GET_SCRIPT_RET(AreaTriggerScript, GetAreaTriggerScriptId(trigger->id), tmpscript, false);
    return tmpscript->OnTrigger(player, trigger);
}

Battleground* ScriptMgr::CreateBattleground(BattlegroundTypeId /*typeId*/)
{
    // TODO: Implement script-side battlegrounds.
    ASSERT(false);
    return NULL;
}

OutdoorPvP* ScriptMgr::CreateOutdoorPvP(OutdoorPvPData const* data)
{
    ASSERT(data);

    GET_SCRIPT_RET(OutdoorPvPScript, data->ScriptId, tmpscript, NULL);
    return tmpscript->GetOutdoorPvP();
}

std::vector<ChatCommand*> ScriptMgr::GetChatCommands()
{
    std::vector<ChatCommand*> table;

    FOR_SCRIPTS_RET(CommandScript, itr, end, table)
        table.push_back(itr->second->GetCommands());

    return table;
}

void ScriptMgr::OnWeatherChange(Weather* weather, WeatherState state, float grade)
{
    ASSERT(weather);

    GET_SCRIPT(WeatherScript, weather->GetScriptId(), tmpscript);
    tmpscript->OnChange(weather, state, grade);
}

void ScriptMgr::OnWeatherUpdate(Weather* weather, uint32 diff)
{
    ASSERT(weather);

    GET_SCRIPT(WeatherScript, weather->GetScriptId(), tmpscript);
    tmpscript->OnUpdate(weather, diff);
}

void ScriptMgr::OnAuctionAdd(AuctionHouseObject* ah, AuctionEntry* entry)
{
    ASSERT(ah);
    ASSERT(entry);

    FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionAdd(ah, entry);
}

void ScriptMgr::OnAuctionRemove(AuctionHouseObject* ah, AuctionEntry* entry)
{
    ASSERT(ah);
    ASSERT(entry);

    FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionRemove(ah, entry);
}

void ScriptMgr::OnAuctionSuccessful(AuctionHouseObject* ah, AuctionEntry* entry)
{
    ASSERT(ah);
    ASSERT(entry);

    FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionSuccessful(ah, entry);
}

void ScriptMgr::OnAuctionExpire(AuctionHouseObject* ah, AuctionEntry* entry)
{
    ASSERT(ah);
    ASSERT(entry);

    FOREACH_SCRIPT(AuctionHouseScript)->OnAuctionExpire(ah, entry);
}

bool ScriptMgr::OnConditionCheck(Condition* condition, Player* player, Unit* invoker)
{
    ASSERT(condition);
    ASSERT(player);
    // invoker can be NULL.

    GET_SCRIPT_RET(ConditionScript, condition->mScriptId, tmpscript, true);
    return tmpscript->OnConditionCheck(condition, player, invoker);
}

void ScriptMgr::OnInstall(Vehicle* veh)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnInstall(veh);
}

void ScriptMgr::OnUninstall(Vehicle* veh)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnUninstall(veh);
}

void ScriptMgr::OnDie(Vehicle* veh)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnDie(veh);
}

void ScriptMgr::OnReset(Vehicle* veh)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnReset(veh);
}

void ScriptMgr::OnInstallAccessory(Vehicle* veh, Creature* accessory)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);
    ASSERT(accessory);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnInstallAccessory(veh, accessory);
}

void ScriptMgr::OnAddPassenger(Vehicle* veh, Unit* passenger, int8 seatId)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);
    ASSERT(passenger);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnAddPassenger(veh, passenger, seatId);
}

void ScriptMgr::OnRemovePassenger(Vehicle* veh, Unit* passenger)
{
    ASSERT(veh);
    ASSERT(veh->GetBase()->GetTypeId() == TYPEID_UNIT);
    ASSERT(passenger);

    GET_SCRIPT(VehicleScript, veh->GetBase()->ToCreature()->GetScriptId(), tmpscript);
    tmpscript->OnRemovePassenger(veh, passenger);
}

void ScriptMgr::OnDynamicObjectUpdate(DynamicObject* dynobj, uint32 diff)
{
    ASSERT(dynobj);

    FOR_SCRIPTS(DynamicObjectScript, itr, end)
        itr->second->OnUpdate(dynobj, diff);
}

void ScriptMgr::OnAddPassenger(Transport* transport, Player* player)
{
    ASSERT(transport);
    ASSERT(player);

    GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
    tmpscript->OnAddPassenger(transport, player);
}

void ScriptMgr::OnAddCreaturePassenger(Transport* transport, Creature* creature)
{
    ASSERT(transport);
    ASSERT(creature);

    GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
    tmpscript->OnAddCreaturePassenger(transport, creature);
}

void ScriptMgr::OnRemovePassenger(Transport* transport, Player* player)
{
    ASSERT(transport);
    ASSERT(player);

    GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
    tmpscript->OnRemovePassenger(transport, player);
}

void ScriptMgr::OnTransportUpdate(Transport* transport, uint32 diff)
{
    ASSERT(transport);

    GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
    tmpscript->OnUpdate(transport, diff);
}

void ScriptMgr::OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z)
{
    GET_SCRIPT(TransportScript, transport->GetScriptId(), tmpscript);
    tmpscript->OnRelocate(transport, waypointId, mapId, x, y, z);
}

void ScriptMgr::OnStartup()
{
    FOREACH_SCRIPT(WorldScript)->OnStartup();
}

void ScriptMgr::OnShutdown()
{
    FOREACH_SCRIPT(WorldScript)->OnShutdown();
}

bool ScriptMgr::OnCriteriaCheck(AchievementCriteriaData const* data, Player* source, Unit* target)
{
    ASSERT(source);
    // target can be NULL.

    GET_SCRIPT_RET(AchievementCriteriaScript, data->ScriptId, tmpscript, false);
    return tmpscript->OnCheck(source, target);
}

// Player
void ScriptMgr::OnPVPKill(Player *killer, Player *killed)
{
    FOREACH_SCRIPT(PlayerScript)->OnPVPKill(killer, killed);
}

void ScriptMgr::OnCreatureKill(Player *killer, Creature *killed)
{
    FOREACH_SCRIPT(PlayerScript)->OnCreatureKill(killer, killed);
}

void ScriptMgr::OnPlayerKilledByCreature(Creature *killer, Player *killed)
{
    FOREACH_SCRIPT(PlayerScript)->OnPlayerKilledByCreature(killer, killed);
}

void ScriptMgr::OnPlayerLevelChanged(Player *player, uint8 newLevel)
{
    FOREACH_SCRIPT(PlayerScript)->OnLevelChanged(player, newLevel);
}

void ScriptMgr::OnPlayerFreeTalentPointsChanged(Player *player, uint32 points)
{
    FOREACH_SCRIPT(PlayerScript)->OnFreeTalentPointsChanged(player, points);
}

void ScriptMgr::OnPlayerTalentsReset(Player *player, bool no_cost)
{
    FOREACH_SCRIPT(PlayerScript)->OnTalentsReset(player, no_cost);
}

void ScriptMgr::OnPlayerMoneyChanged(Player *player, int32& amount)
{
    FOREACH_SCRIPT(PlayerScript)->OnMoneyChanged(player, amount);
}

void ScriptMgr::OnGivePlayerXP(Player *player, uint32& amount, Unit *victim)
{
    FOREACH_SCRIPT(PlayerScript)->OnGiveXP(player, amount, victim);
}

void ScriptMgr::OnPlayerReputationChange(Player *player, uint32 factionID, int32& standing, bool incremental)
{
    FOREACH_SCRIPT(PlayerScript)->OnReputationChange(player, factionID, standing, incremental);
}

void ScriptMgr::OnPlayerDuelRequest(Player *target, Player *challenger)
{
    FOREACH_SCRIPT(PlayerScript)->OnDuelRequest(target, challenger);
}

void ScriptMgr::OnPlayerDuelStart(Player *player1, Player *player2)
{
    FOREACH_SCRIPT(PlayerScript)->OnDuelStart(player1, player2);
}

void ScriptMgr::OnPlayerDuelEnd(Player *winner, Player *loser, DuelCompleteType type)
{
    FOREACH_SCRIPT(PlayerScript)->OnDuelEnd(winner, loser, type);
}

void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg)
{
    FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg);
}

void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Player* receiver)
{
    FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, receiver);
}

void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Group* group)
{
    FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, group);
}

void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Guild* guild)
{
    FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, guild);
}

void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string& msg, Channel* channel)
{
    FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, channel);
}

void ScriptMgr::OnPlayerEmote(Player* player, uint32 emote)
{
    FOREACH_SCRIPT(PlayerScript)->OnEmote(player, emote);
}

void ScriptMgr::OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid)
{
    FOREACH_SCRIPT(PlayerScript)->OnTextEmote(player, text_emote, emoteNum, guid);
}

void ScriptMgr::OnPlayerSpellCast(Player *player, Spell *spell, bool skipCheck)
{
    FOREACH_SCRIPT(PlayerScript)->OnSpellCast(player, spell, skipCheck);
}

void ScriptMgr::OnPlayerLogin(Player *player)
{
    FOREACH_SCRIPT(PlayerScript)->OnLogin(player);
}

void ScriptMgr::OnPlayerLogout(Player *player)
{
    FOREACH_SCRIPT(PlayerScript)->OnLogout(player);
}

void ScriptMgr::OnPlayerCreate(Player *player)
{
    FOREACH_SCRIPT(PlayerScript)->OnCreate(player);
}

void ScriptMgr::OnPlayerDelete(uint64 guid)
{
    FOREACH_SCRIPT(PlayerScript)->OnDelete(guid);
}

// Guild
void ScriptMgr::OnGuildAddMember(Guild *guild, Player *player, uint8& plRank)
{
    FOREACH_SCRIPT(GuildScript)->OnAddMember(guild, player, plRank);
}

void ScriptMgr::OnGuildRemoveMember(Guild *guild, Player *player, bool isDisbanding, bool isKicked)
{
    FOREACH_SCRIPT(GuildScript)->OnRemoveMember(guild, player, isDisbanding, isKicked);
}

void ScriptMgr::OnGuildMOTDChanged(Guild *guild, const std::string& newMotd)
{
    FOREACH_SCRIPT(GuildScript)->OnMOTDChanged(guild, newMotd);
}

void ScriptMgr::OnGuildInfoChanged(Guild *guild, const std::string& newInfo)
{
    FOREACH_SCRIPT(GuildScript)->OnInfoChanged(guild, newInfo);
}

void ScriptMgr::OnGuildCreate(Guild *guild, Player* leader, const std::string& name)
{
    FOREACH_SCRIPT(GuildScript)->OnCreate(guild, leader, name);
}

void ScriptMgr::OnGuildDisband(Guild *guild)
{
    FOREACH_SCRIPT(GuildScript)->OnDisband(guild);
}

void ScriptMgr::OnGuildMemberWitdrawMoney(Guild* guild, Player* player, uint32 &amount, bool isRepair)
{
    FOREACH_SCRIPT(GuildScript)->OnMemberWitdrawMoney(guild, player, amount, isRepair);
}

void ScriptMgr::OnGuildMemberDepositMoney(Guild* guild, Player* player, uint32 &amount)
{
    FOREACH_SCRIPT(GuildScript)->OnMemberDepositMoney(guild, player, amount);
}

void ScriptMgr::OnGuildItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId, bool isDestBank, uint8 destContainer, uint8 destSlotId)
{
    FOREACH_SCRIPT(GuildScript)->OnItemMove(guild, player, pItem, isSrcBank, srcContainer, srcSlotId, isDestBank, destContainer, destSlotId);
}

void ScriptMgr::OnGuildEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank)
{
    FOREACH_SCRIPT(GuildScript)->OnEvent(guild, eventType, playerGuid1, playerGuid2, newRank);
}

void ScriptMgr::OnGuildBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId)
{
    FOREACH_SCRIPT(GuildScript)->OnBankEvent(guild, eventType, tabId, playerGuid, itemOrMoney, itemStackCount, destTabId);
}

// Group
void ScriptMgr::OnGroupAddMember(Group* group, uint64 guid)
{
    ASSERT(group);
    FOREACH_SCRIPT(GroupScript)->OnAddMember(group, guid);
}

void ScriptMgr::OnGroupInviteMember(Group* group, uint64 guid)
{
    ASSERT(group);
    FOREACH_SCRIPT(GroupScript)->OnInviteMember(group, guid);
}

void ScriptMgr::OnGroupRemoveMember(Group* group, uint64 guid, RemoveMethod method, uint64 kicker, const char* reason)
{
    ASSERT(group);
    FOREACH_SCRIPT(GroupScript)->OnRemoveMember(group, guid, method, kicker, reason);
}

void ScriptMgr::OnGroupChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid)
{
    ASSERT(group);
    FOREACH_SCRIPT(GroupScript)->OnChangeLeader(group, newLeaderGuid, oldLeaderGuid);
}

void ScriptMgr::OnGroupDisband(Group* group)
{
    ASSERT(group);
    FOREACH_SCRIPT(GroupScript)->OnDisband(group);
}

SpellScriptLoader::SpellScriptLoader(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<SpellScriptLoader>::AddScript(this);
}

ServerScript::ServerScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<ServerScript>::AddScript(this);
}

WorldScript::WorldScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<WorldScript>::AddScript(this);
}

FormulaScript::FormulaScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<FormulaScript>::AddScript(this);
}

WorldMapScript::WorldMapScript(const char* name, uint32 mapId) : ScriptObject(name), MapScript<Map>(mapId)
{
    if (GetEntry() && !GetEntry()->IsContinent())
        sLog.outError("WorldMapScript for map %u is invalid.", mapId);

    ScriptMgr::ScriptRegistry<WorldMapScript>::AddScript(this);
}

InstanceMapScript::InstanceMapScript(const char* name, uint32 mapId) : ScriptObject(name), MapScript<InstanceMap>(mapId)
{
    if (GetEntry() && !GetEntry()->IsDungeon())
        sLog.outError("InstanceMapScript for map %u is invalid.", mapId);

    ScriptMgr::ScriptRegistry<InstanceMapScript>::AddScript(this);
}

BattlegroundMapScript::BattlegroundMapScript(const char* name, uint32 mapId) : ScriptObject(name), MapScript<BattlegroundMap>(mapId)
{
    if (GetEntry() && !GetEntry()->IsBattleground())
        sLog.outError("BattlegroundMapScript for map %u is invalid.", mapId);

    ScriptMgr::ScriptRegistry<BattlegroundMapScript>::AddScript(this);
}

ItemScript::ItemScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<ItemScript>::AddScript(this);
}

CreatureScript::CreatureScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<CreatureScript>::AddScript(this);
}

GameObjectScript::GameObjectScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<GameObjectScript>::AddScript(this);
}

AreaTriggerScript::AreaTriggerScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<AreaTriggerScript>::AddScript(this);
}

BattlegroundScript::BattlegroundScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<BattlegroundScript>::AddScript(this);
}

OutdoorPvPScript::OutdoorPvPScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<OutdoorPvPScript>::AddScript(this);
}

CommandScript::CommandScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<CommandScript>::AddScript(this);
}

WeatherScript::WeatherScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<WeatherScript>::AddScript(this);
}

AuctionHouseScript::AuctionHouseScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<AuctionHouseScript>::AddScript(this);
}

ConditionScript::ConditionScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<ConditionScript>::AddScript(this);
}

VehicleScript::VehicleScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<VehicleScript>::AddScript(this);
}

DynamicObjectScript::DynamicObjectScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<DynamicObjectScript>::AddScript(this);
}

TransportScript::TransportScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<TransportScript>::AddScript(this);
}

AchievementCriteriaScript::AchievementCriteriaScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<AchievementCriteriaScript>::AddScript(this);
}

PlayerScript::PlayerScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<PlayerScript>::AddScript(this);
}

GuildScript::GuildScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<GuildScript>::AddScript(this);
}

GroupScript::GroupScript(const char* name) : ScriptObject(name)
{
    ScriptMgr::ScriptRegistry<GroupScript>::AddScript(this);
}

// Instantiate static members of ScriptMgr::ScriptRegistry.
template<class TScript> std::map<uint32, TScript*> ScriptMgr::ScriptRegistry<TScript>::ScriptPointerList;
template<class TScript> uint32 ScriptMgr::ScriptRegistry<TScript>::_scriptIdCounter = 0;

// Specialize for each script type class like so:
template class ScriptMgr::ScriptRegistry<SpellScriptLoader>;
template class ScriptMgr::ScriptRegistry<ServerScript>;
template class ScriptMgr::ScriptRegistry<WorldScript>;
template class ScriptMgr::ScriptRegistry<FormulaScript>;
template class ScriptMgr::ScriptRegistry<WorldMapScript>;
template class ScriptMgr::ScriptRegistry<InstanceMapScript>;
template class ScriptMgr::ScriptRegistry<BattlegroundMapScript>;
template class ScriptMgr::ScriptRegistry<ItemScript>;
template class ScriptMgr::ScriptRegistry<CreatureScript>;
template class ScriptMgr::ScriptRegistry<GameObjectScript>;
template class ScriptMgr::ScriptRegistry<AreaTriggerScript>;
template class ScriptMgr::ScriptRegistry<BattlegroundScript>;
template class ScriptMgr::ScriptRegistry<OutdoorPvPScript>;
template class ScriptMgr::ScriptRegistry<CommandScript>;
template class ScriptMgr::ScriptRegistry<WeatherScript>;
template class ScriptMgr::ScriptRegistry<AuctionHouseScript>;
template class ScriptMgr::ScriptRegistry<ConditionScript>;
template class ScriptMgr::ScriptRegistry<VehicleScript>;
template class ScriptMgr::ScriptRegistry<DynamicObjectScript>;
template class ScriptMgr::ScriptRegistry<TransportScript>;
template class ScriptMgr::ScriptRegistry<AchievementCriteriaScript>;
template class ScriptMgr::ScriptRegistry<PlayerScript>;
template class ScriptMgr::ScriptRegistry<GuildScript>;
template class ScriptMgr::ScriptRegistry<GroupScript>;

// Undefine utility macros.
#undef GET_SCRIPT_RET
#undef GET_SCRIPT
#undef FOREACH_SCRIPT
#undef FOR_SCRIPTS_RET
#undef FOR_SCRIPTS
#undef SCR_REG_LST
#undef SCR_REG_ITR
#undef SCR_REG_MAP
